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When Rust creator Garry Newman introduced female character models to the open world survival game, he said the idea was rooted in a social experiment: He wanted to see if lady characters would be attacked more or less because players might perceive them as being weak or vulnerable, respectively. What actually happened caught him off guard. Despite internet rage about gender being randomly -- and permanently -- assigned to Steam usernames, it's actually increased the amount of players.

Rust, the popular open-world survival game from the creator of Garry's Mod, now features female character models after more than two years on Steam Early Access and attracting millions of players. Facepunch Studios rolled out the new models in an update late last week. Players don't get to choose what their characters look like or which gender they are -- models are randomly assigned and locked to individual Steam IDs.

Rust and Garry's Mod creator Garry Newman has some thoughts regarding the recent purchase of Mojang by Microsoft to the tune of $2.5 billion. Specifically, Newman gives some insight as to reasons why he views the sale as a positive thing.

"Once you start hiring people your whole attitude changes. You're not just fucking about with your life anymore, you're fucking about with other people's lives – and the lives of their families. You can't just sell out and fuck everyone over," Newman wrote on his blog. "I am sure more than the top guys at Mojang became very financially rich due to this deal and that's something that should be admired – not seen as a bad thing."

"Long story short. I'd have done the same thing," Newman wrote. Hear that, Microsoft? The game about naked men with rocks who become clothed men with guns could be yours for the low, low price of another $2.5 billion.

Alongside Riftlight, an arcade shooter revealed earlier this week, the developers at Facepunch Studios are also working on a game called "Deuce," which a new blog post describes as "an arcade style tennis game with a focus on unique characters and courts." Or, more succinctly, "tennis crossed with Street Fighter."

Though still in its early stages, Deuce appears to combine traditional tennis scoring rules with the "distinct, over-the-top characters with unique moves" aspect of the fighting game genre. "The characters won't look like typical tennis players ... so no Wimbledon starch white shorts here," writes developer Ian James. "We want to build a selection of characters that could star in their own games in the future or perhaps play different sports." James then offers concept art which includes the menacing-looking mariachi band seen above and a redneck stereotype toting a racquet that's just mesh attached to the barrel of a shotgun.

There's no word on when we can expect Deuce to reach the public, but James promises frequent updates to the devblog as progress rolls along. Those who want to inspect every minute aspect of the game's creation should follow Deuce on Trello.

Rust developer Facepunch Studios recently revealed its next game, an arcade shooter called Riftlight. The brightly colored game will feature light RPG and looting elements, so players will constantly battle their way through stages and fend off enemies, like giant space squids, to improve their ships and abilities.

The developer has three different ship classes planned for the game with varying talents: The traditional Ranged ship, the magical Caster class and the non-shooting Melee class. Riftlight will feature online cooperative multiplayer, in which players can "fly around and kill stuff with 2 or 3 people," and is already playable in its current prototype form. Facepunch wants the game to revolve around randomized level layouts, sections and missions to boost the game's replayability, so that players can charge through the same areas a number of times to collect new items.

The Stomping Land isn't technically billing itself as an MMO, but it boasts a semi-permanent world. But my experience in it was nothing like the trailers shown back in May. The current game is totally different. In fact, it seems to have regressed. There's no customization, there are no berries, and no one I talked to knew how to name a tribe. It feels like a semi-permanent shooter, similar to other survival games except without a lot of the building. You either make a teepee or you don't. You make a bow or you don't. You have a dinosaur mount or... you don't. The biggest servers I saw had 24 people, meaning I was able to avoid other players very often, but the game was more fun when I encountered people -- at least people who didn't one-shot me and waltz away.
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alphaalpha-testalpha-testingbeasts of preybeasts-of-preybetabetasbopbugsbusiness modelsdino-survivaldinosaursearly-accessfeaturedfirst impressionsgame mechanicshalf-featurehands-onkidnappingnews itemsopinionpreviewpreviewspvprustsandboxstarvationsteamsteam-greenlightstomping-landsurvivalsurvival-horrortamingtestingthe-stomping-landtslFri, 11 Jul 2014 16:00:00 -0400319|20926632https://www.joystiq.com/2014/06/29/facepunch-studios-replacing-rust-y-old-code/https://www.joystiq.com/2014/06/29/facepunch-studios-replacing-rust-y-old-code/https://www.joystiq.com/2014/06/29/facepunch-studios-replacing-rust-y-old-code/#comments

Facepunch Studios is going back to the drawing board for their survival game/naked-man-with-a-rock simulator, Rust. The game is being rebuilt and tweaked with new code in an effort to make the game not only different from its current incarnation, but more efficient.

"There's a lot of systems that are integral to Rust, that are 3,000 lines long that could be 100 lines long," Rust developer and Garry's Mod creator Garry Newman told PCGamesN. Newman complained about the need to "chase" the game's code, saying that even when he and his team found what they needed, "then you change it and it breaks four different systems that you thought had nothing to do with it."

That turned out to be a big problem, as the Facepunch team has been working on several major changes to the game including new models, new textures and a new user interface. Rather than continue to clog up the already-bloated code, Facepunch decided to start fresh.

Well, at least they respawned with more than a rock to keep them safe.

Games like DayZ and Rust have become a whole genre unto themselves: open-world survival sandboxes that quickly turn into simulations of human cruelty. But why is that, exactly? Why do people in a sandbox devote so much of their energy to tearing one another down with such vigor? A recent article on Wired asks exactly that question, exploring these open-world games and why they tend to provoke such abject cruelty in their participants.

The piece comes to no hard and fast conclusions, speaking both from personal experiences and from interviews with other players. One player speculates that the core of it is that these games give you nothing but tools, so players invent their own fun by using other players as content. Another possible explanation is the very nature of catharsis, envisioning dark behaviors whilst knowing that you would never carry them out in the real world. Take a look at the full article if you'd like a deeper look at why players spend so much time in games where anything goes by clubbing others with rocks.

I'm naked and alone again, but that's OK. After having to level up in other games a million times, deal with boring tutorials, repeatedly turn in quests that add no value to my play time, and then watch as my guild slowly bleeds members to the next MMO asking us to repeat the whole ordeal, "naked and alone" is actually nice. Well, maybe just the naked part.

And that, my friends, is the horror-survival/post-apocalypse genre. I love MMOs, but recent themeparks and building games have left me wanting something a bit more dangerous but still not a pointless murderfest. For the most part, these games are less about levels and quests and more about finding items to make sure you don't die. Hunger meters, diseases, and limited supplies in a world filled with enemies who loot you certainly feels like a good throwback to classic RPGs mixed with the multiplayer I've been craving since Asheron's Callfirst hooked me on MMORPGs.

But community-wise, these games have seemed more like lobby shooters than MMOs, which for a long time made me hesitate to try them. If you've been finding yourself in the same situation, hopefully my little plunge into this bloody genre will give you some ideas of what to expect.
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alphaasherons-callbetasdarkfalldayzdayz-moddayz-standalonefeaturedfirst impressionsfull-loot-pvph1z1john-smedleynetheropen-pvpopinionpost-apocpost-apocalypsepost-apocalypticpvprustsandboxsoesony-online-entertainmentsurvival-horrorvirtual worldszombiesThu, 08 May 2014 16:00:00 -0400319|20872302https://www.joystiq.com/2014/02/21/garrys-mod-earns-30-million-but-rust-is-the-bigger-cash-cow/https://www.joystiq.com/2014/02/21/garrys-mod-earns-30-million-but-rust-is-the-bigger-cash-cow/https://www.joystiq.com/2014/02/21/garrys-mod-earns-30-million-but-rust-is-the-bigger-cash-cow/#comments

Garry Newman's physics sandbox, Garry's Mod, has surpassed $30 million in revenue, the creator has revealed on Twitter. The $10 download has been available on Steam since 2006.

More surprising, however, is Newman's latest Rust, which has already earned him more than Garry's Mod. In a follow-up tweet, Newman said Rust sales have earned .34 percent more for the indie developer.

Rust, a sandbox survival game inspired by DayZ, has only been on Steam for about two months. More than one million individuals have purchased Rust, which is currently available as an Early Access release for $20.

According to Massively Law, which is as unshakable as it is awesome, if you send in screenshots from an MMO that was made during the Clinton presidency, then I'm required to feature them as a header for this column. Hence, Ultima Online.

This picture comes from reader Azzura, who found out the hard way that not everyone likes a bad guy. "This is my 'red' character, one that I used to player-kill (PK) with, strolling near town," he said. "The NPCs did not like my being around and were calling the guards on me to get me 'guard whacked'."

Proving the old adage that "violence always solves everything," - or something like that - Facepunch Studios has implemented a new anti-cheating system, dubbed "CheatPunch," in their first-person survival game Rust. During its initial run over last weekend, a total of 4,621 people were banned. Facepunch, CheatPunch ... is there any problem that can't be solved by punching?

Developer Garry Newman noted on the game's site that he expects cheats will be found that can circumvent the anti-cheating measure, but players should nonetheless be wary: "If you get kicked from the official servers with the message that you've been banned then you have been caught," Newman wrote. "You're a naughty boy. You know what you have done. You won't get unbanned. We know it was your 9 year old cousin. We know your computer got hijacked. We know that the CIA is getting you banned from all your games on Steam so you will join them in the hunt for aliens."

CCP CEO Hilmar Pétursson told RPS that survival games have given the team inspiration for World of Darkness' social dynamics: "DayZ and Rust have shown us the power of a sandbox when you bring it into a more recognizable context. The creators of those experiences often reference EVE Online as an inspiration for their things. We're now cross-inspired by what we're seeing there. How the absence of all these structured game mechanics -– by just allowing these natural interactions to happen -– that is something we're definitely incorporating into how we think about World of Darkness."

Speaking of EVE, the space game's collector edition has gone on sale for $99.99. This 33% discount will last from today through February 17th.

Garry Newman and his team at Facepunch Studios recently reached the milestone of more than a million copies sold of their hit survival game Rust, and what better way to celebrate than to make that number even bigger by bringing the game to consoles?

While nothing's set in stone, Newman recently tweeted that not only do he and his team have Xbox Ones to tinker with, but that they're considering porting the game to both Microsoft and Sony's next-gen consoles. In response to Kotaku asking whether Newman was considering the Xbox One or the PS4, Newman tweeted, "A bit of both. Neither have an Early Access program [as far as I know] - so anything we do is a while off."

In just two month's time, Steam Early Access darling Rust has managed to top one million in sales. Creator of the first-person sandbox survival game, Garry Newman, shared the milestone on Twitter today by including a screen shot of the total number of sales from his Steam page.

In Rust, players are totally independent to explore the open world and act as they wish. Some players choose to scavenge for goods and live in the wilderness in relative peace, while other players have helped to contribute toward a recent torrent of not-safe-for-work videos on YouTube. We won't bother linking any.

More interesting, however, is how Rust has quickly rose to prominence alongside the game it was directly inspired by: DayZ. Newman originally created Rust as a clone after encountering frustrations in the free DayZ mod. Over time, wildlife was added and Rust eventually became the first-person survival sim for PC, Mac and Linux it is today.

First-person sandbox survival game Rust has issued a new update, this time to remove content rather than add it. Developer Facepunch Studios has stripped zombies entirely from Rust.

Zombies have been replaced with red bears and red wolves. "You hate them. We know. They're just plugging a gap for now. All will be revvvealed," Facepunch writes in the update description.

The update also makes wildlife act more realistically: Animals will be spooked by gunshots and docile wildlife now fear predators. On top of that, some general bugs have been squashed, some animations have been tweaked and workbenches now allow you to craft items faster when standing next to them.

Rust has sold over 750,000 copies since its launch on Steam Early Access in December. Rust was created by Garry Newman, of Garry's Mod fame, and is currently available as a $20 alpha on PC, Mac and Linux.

Rust, the MMO-meets-survival game from Facepunch Studios, sold 750,000 copies in a month and a half since entering Steam early access. The news is courtesy of an update from creator Garry Newman, who described the sales mark as "an amount we never even imagined selling over the game's lifetime." The PC/Mac/Linux game's success has been consistent since its launch, as it reached 250,000 players less than two weeks ago.

Newman is the developer of the ever-popular Garry's Mod, a Source engine-based physics sandbox that saw 3.5 million copies sold as of November 2013. As for how Rust compares to Newman's mod, the developer says it "already made us 2/3rds the amount of money that Garry's Mod has made in 8 years." Garry's Mod is priced at $9.99 on Steam, whereas the alpha version of Rust can be purchased for $19.99 on Steam Early Access.

Newman described Rust's success as "both a blessing and a curse," citing a "sensory overload" on the behalf of the developer from its popularity. "We see all these amazing things happening, voices from all directions, ideas, bugs, cheaters.. and we're scrambling to catch up with everything," he wrote.

The success of Garry's Mod established Facepunch Studios, but the developer's latest effort, Rust, appears to be an even bigger hit.

Though Rust, a survival game that pits players against an unforgiving, mysterious wilderness, is currently incomplete, the game's release on Steam Early Access has managed to attract more than 250,000 players since its December 11 debut. According to a GamesIndustry interview with Facepunch founder (and Garry's Mod namesake) Garry Newman, that rapid influx of customers has generated "about 40 percent" of the income Garry's Mod has attracted in its nine years of availability, all in little more than a month.

With Rust well on its way to success, Newman's development team is focused on adding content to the game, and removing certain ideas such as the game's undead denizens. "[W]e really wanted to get rid of [the zombies] before we launched on Steam, but kind of failed, because we didn't want people reviewing it as just another zombie survival game," Newman said. "We want to remove them, though - we'll probably end up removing them and replacing them with nothing, first, then working something else in eventually."

Newman also makes mention of a backstory for the world seen in Rust, though he wisely avoids any specifics. "We don't really want to tell anyone about it just yet, though, because if we talk about it before we do it they'll get angry at us!"

I dabbled in yet another alpha-state indie sandbox game this week. As you'd expect, the title is rough around the edges. Also as you'd expect, it boasts FFA PvP and the correspondingly godawful community for whom the game's "do whatever you want" mechanics immediately translate to "kill everything that moves first and ask questions later, if at all."

Since it's still alpha, there's plenty of time for the devs to correct this unfortunate bit of business and separate this particular game from the legions of crappy FFA-PvP-with-zero-consequences titles clumping together in the vast litterbox of bad MMO ideas.

Will they do that? Probably not, but at least I'll get a good rant out of it.
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corpse-lootingfacepunchfantasyfeaturedffa-pvpgame mechanicsgame-designgame-mechanicslazymmo industryoh-look-another-ffa-pvp-sandboxopinionpgcplayer-contentplayer-generated-contentpvepvppvp-rantpvp-sandboxrantranty-mcrantersonrustsandboxsandbox-devssandbox-doesnt-equal-ffa-pvpsandbox-rantsarsome assembly requiredsome-assembly-requiredsome-assembly-required-jef-reahardFri, 20 Dec 2013 14:30:00 -0500319|20789562https://massively.joystiq.com/2013/11/27/seven-zombie-infested-mmos-for-the-survivalist-in-you/https://massively.joystiq.com/2013/11/27/seven-zombie-infested-mmos-for-the-survivalist-in-you/https://massively.joystiq.com/2013/11/27/seven-zombie-infested-mmos-for-the-survivalist-in-you/#comments

Let's talk zombies and post-apocalyptic futures. Sure, the undead have become an overused and watered-down genre, but it's easy to see just why it's so successful -- it practically has something for everyone. The horror fans love it for obvious reasons; there's nothing scarier than the reanimated dead. Sandbox fans and survivalist maniacs love that it represents what happens to society when everything -- and I mean everything -- breaks down. MMO fans adore it because it's all about teamwork and developing a society from the ground up alongside other people. So even though the genre is getting spread a bit thin, it's still as promising as any other.

I thought it'd be a good idea to round up many of the current zombie MMOs and pseudo-MMOs so that over the holidays you can celebrate by ignoring your family to bash in a few previously deceased skulls. You can thank me later when all of the training you receive while playing these games helps you survive the coming zombie apocalypse.
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arma-2arma-iibetasbrowsercasualculturedayzdead-frontierdie2nitefeaturedfree-2-playfree-to-playftpgame mechanicsgarrys-modgrand-theft-autoinfestation-survivor-storiesmmofpsplayer-generated contentpost-apocalypticpreviewsrustsandboxsci-fiscreenshotsstate-of-decaysteamsurvival-horrorthe-war-zundead-labswar-zzombiezombie-pandemiczombiesWed, 27 Nov 2013 12:00:00 -0500319|20774133https://www.joystiq.com/2013/06/23/garrys-mod-creator-launches-rust-in-free-alpha-think-dayz-sta/https://www.joystiq.com/2013/06/23/garrys-mod-creator-launches-rust-in-free-alpha-think-dayz-sta/https://www.joystiq.com/2013/06/23/garrys-mod-creator-launches-rust-in-free-alpha-think-dayz-sta/#comments

Garry Newman's new game is a departure from his breakout creation, Garry's Mod, but it's still slightly familiar. Rust is a survival game that started off as aDayZ clone and transitioned into a STALKER-inspired world where players build their own buildings and defenses – and they can play however they want.

"So what's to stop you from going around killing anyone you want and taking their shit and becoming more powerful?" Newman asks. "Nothing. What's stopping it from becoming a PVP killfest? You. Our job should be to give the players the tools they need. If you're sick of getting killed – start a town. Build town walls. Give all the town members red clothes. Put warning signs up outside the town. Set up trip wires and alarms. Watch each other's back."

Rust is in alpha now, accessible here – just type in any series of numbers until the "Next" button appears in the right-hand corner of the registration box. Newman and his studio, Facepunch, are working on implementing their own assets in the game and fixing bugs, so it's still early in development.

Update: The alpha is closed, for now, so put down your keyboards and take a deep breath. Keep an eye out for updates on the Rust forums.

It's a fairly bold claim, but Mozilla and Samsung have announced today that they're now attempting to "rebuild the web browser from the ground up on modern hardware." That initiative takes the form of Servo, a new web browser engine designed for Android and ARM and based on Mozilla's Rust programming language, which itself sees a new release today. Expectedly, details on the browser engine remain light, with Mozilla and Samsung offering no indication of a release schedule or a final product. In the blog post announcing the engine, Mozilla says only that it'll be "putting more resources into Servo" in the coming year as it also aims to complete the first major revision of Rust, and that it and Samsung will be "increasingly looking at opportunities on mobile platforms." You can find the full announcement, and the source for both Rust and Servo if you're so inclined, at the source link below.

Many of us use gadgets that sport gleamingly refined, anodized aluminum or titanium cases -- but have you ever wondered exactly how the process works? Bill Hammack, at it again after explaining to us how the CCD, LCDs, and hard drives work, breaks it down (pun intended) for us -- in less than five minutes. He talks about, and even shows us how the surface of titanium is meticulously rusted using electro-chemicals to grow an oxide layer, changing the color based on its thickness. He follows that up with some commentary on how a similar reaction gobbles up and transforms aluminum, creating a much thicker, porous oxide layer that can be filled with any color dye. So, just to be clear: controlled corrosion is good for your Mac, border control -- maybe not so much. You can watch the video right after the break.

Green transportation tech blasted off as we took a look at the insane 23-passenger electric superbus that can hit 155MPH and the Phoenix roadster - the world's first biodegradable car. Volkswagen also turned heads as it unveiled an all-electric concept version of the classic VW Bus, and we saw sustainable transportation set sail as Zyvex unveiled the nanotech Piranha boat, which is 75% lighter, 40% stronger, and 400% more fuel-efficient than aluminum vessels. Finally, we showcased several hot new green vehicles as the Shanghai auto show began to rev up -- Luxgen's all-electric Neora concept car and Peugeot's Hybrid SXC.